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Anyone doing anything with D6?

Started by Aglondir, January 16, 2018, 01:16:38 AM

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Apparition

Quote from: Dumarest;1020841Pray tell:

(1) what is "Mythic d6"? (I'm imagining Perseus vs. Medusa, Jason and the Argonauts, etc.)
(2) what is their solution to counting the pips? Seems rather unavoidable if it's still recognizably the same system. Did they go the Hercules & Xena RPG route of successes and failures instead of counting pips?

1. Mythic D6 is just a name for a continuation of the D6 Legends RPG.  It's a generic D6 Legends RPG, with splatbooks planned for various settings.

2. Yes, it counts successes and failures instead of counting pips.

LouGoncey

#16
Sorry, was pretty busy this weekend.

Mythic D6 is a version of D6 Legends as Celestial said. It only counts 4+ dice as a success. It has pips (which D6 Legends never used) which are added to dice that didn't make 4+ to see if they possibly can now. It also has a complete powers package that includes up to 100 powers IIRC...

Aglondir

Quote from: LouGoncey;1021022Mythic D6 is a version of D6 Legends as Celestial said. It only counts 4+ dice as a success. It has pips (which D6 Legends never used) which are added to dice that didn't make 4+ to see if they possibly can now.

That sounds like added complexity for little benefit. Is there more to it than that?

Bren

Quote from: Aglondir;1021416That sounds like added complexity for little benefit.
Which part, only counting 4+ dice or the inclusion of pips?
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Dumarest

Sounds like an overly complicated change to a system meant to be simple,  but I haven't tried it and maybe  don't understand it based on the  description.

Bren

Quote from: Dumarest;1021421Sounds like an overly complicated change to a system meant to be simple,  but I haven't tried it and maybe  don't understand it based on the  description.
Prince Valiant and the West End Games Xena/Hercules version of D6 did something similar with counting successes instead of die totals. Prince Valiant tossed a number of coins to get the number of successes. X/H came with specialty dice for successes. But you can get a similar effect by tossing a number of dice and counting 4+ dice (or use odds or evens) as successes.

Personally I'd rather just add the dice pips up rather than compare and count successes, but to each their own and I can see where it would be easier for people who aren't good at quickly adding numbers to physically group the dice (or coins) into successes and failures and then count the successes. For those that add the pips up and aren't great at quickly doing addition in their head, I've seen some people physically group the dice up on the table into tens (5+5, 4+6, 2+3+5, etc.) and then count the tens. Seems to me to be about as fast for them as the counting successes method would be.
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Opaopajr

I kinda wish I was... :(

Got too many systems; over-saturated.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman

LouGoncey

Just for those that want a better explanation of how to roll dice in MYTHIC D6, here it goes...

Let us say you have got a stat at 5D+1. You are going to roll five dice -- one of them is the Wild Die. Let us say you roll 1,3,5,5. The Wild Die comes up 4. you are looking for 4+ dice for successes. You have 3 successes. But you still have that +1 to deal with. Add it to one die to see if it makes it a success. YOU CAN NOT ADD IT TO THE WILD DIE. AND YOU CAN NOT SPLIT UP A +2 TO MAKE TWO DICE CHANGE TO SUCCESSES. In the example you would add the +1 to the 3 and make it a success.

Wild Die acts the same way it did in the D6 games. A 6 rolls again and a 1 removes one success rolled.

Any questions?

Aglondir

Quote from: Bren;1021420Which part, only counting 4+ dice or the inclusion of pips?

The pips. Not Gladys Knight.

Now that Lou explained it, I'm not a fan.  I'd rather count pips (D6 classic) or count successes (D6 legend) but not both.

Bren

Quote from: LouGoncey;1021548But you still have that +1 to deal with. Add it to one die to see if it makes it a success. YOU CAN NOT ADD IT TO THE WILD DIE.
What if you had instead rolled, 1, 2, 5, and 5 with a 3 on the wild die. Would it still be the case that you could not add the +1 to the 3 on the wild die to turn it into a success? (And therefore you would only have 2 successes.)
Currently running: Runequest in Glorantha + Call of Cthulhu   Currently playing: D&D 5E + RQ
My Blog: For Honor...and Intrigue
I have a gold medal from Ravenswing and Gronan owes me bee

Aglondir

Quote from: Bren;1021599What if you had instead rolled, 1, 2, 5, and 5 with a 3 on the wild die. Would it still be the case that you could not add the +1 to the 3 on the wild die to turn it into a success? (And therefore you would only have 2 successes.)

Seems like you should be able to. It would make more sense if it were "You can add pips to a WD to turn it into a success, but it will never explode." I think that's the intent (?)